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Not sure if this is just a fluke or whatever, but it seems really easy for tators and tiders to fuck up the powergrid by cutting a few wires in maintenance, it has been happening a lot recently. Do other maps have more redundancy for power grids?Efficiency Station 3 Feedback Thread
- Wyzack
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Re: Efficiency Station 3 Feedback Thread
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
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Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
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Re: Efficiency Station 3 Feedback Thread
kitchen is massive because it's going to accomodate to goofball's upcoming cooking revamp.Rhisereld wrote:Kitchen is massive. It's annoying running around this huge room to access all the stuff you need. And a door between botany and kitchen would be greatly appreciated. With the kitchen entrance in the bar, it's too much of a walk. Everyone hops over the table, anyway.
i finally added the door
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Re: Efficiency Station 3 Feedback Thread
This is the case with all maps. It takes the cutting of two wires in box to rid the whole station of power. Adminhelp and get the admins to ban the shitters.Wyzack wrote:Not sure if this is just a fluke or whatever, but it seems really easy for tators and tiders to fuck up the powergrid by cutting a few wires in maintenance, it has been happening a lot recently. Do other maps have more redundancy for power grids?
Apparently I was an director or something.
- Wyzack
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Re: Efficiency Station 3 Feedback Thread
It was not shitters as far as i know, just tators. I only brought it up because it happened a few rounds in a row
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
Re: Efficiency Station 3 Feedback Thread
Any particular reason why you made it so easy to laser the ai to death? I dont like this map one bit. Any map where the ai doesnt stand a chance at defending themselves is a broken map.
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Re: Efficiency Station 3 Feedback Thread
it's as easy to laser ai to death as it was meta.
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Re: Efficiency Station 3 Feedback Thread
"This one feature for this one roundtype seems imbalanced to me, EVERYTHING IS WRONG HERE."deathhoof wrote:Any particular reason why you made it so easy to laser the ai to death? I dont like this map one bit. Any map where the ai doesnt stand a chance at defending themselves is a broken map.
Spoiler:
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Re: Efficiency Station 3 Feedback Thread
Cipher3 wrote:"This one feature for this one roundtype seems imbalanced to me, EVERYTHING IS WRONG HERE."deathhoof wrote:Any particular reason why you made it so easy to laser the ai to death? I dont like this map one bit. Any map where the ai doesnt stand a chance at defending themselves is a broken map.
Spoiler:
っぽい
Spoiler:
- Wyzack
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Re: Efficiency Station 3 Feedback Thread
Not sure if trolling...
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
- Nexendia
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Re: Efficiency Station 3 Feedback Thread
Those shutters mean nothing.. especially after I made this quick guide on how to fuck the AI over..deathhoof wrote:Now with the shutters ai sat is too robust
Girders are fucking OP plz nerf
Spoiler:
Last edited by Nexendia on Sun Jan 11, 2015 1:13 am, edited 1 time in total.
っぽい
Spoiler:
- Scones
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Re: Efficiency Station 3 Feedback Thread
>girdersNexendia wrote:Those shutters mean nothing.. especially after I made this quick guide on how to fuck the AI over..deathhoof wrote:Now with the shutters ai sat is too robust
Girders are fucking OP plz nerf
Spoiler:
>not abusing the metal foam grenades that can be found in engineering
>2 will totally remove the ai's capability to stop you
oh also the captains bathroom is all-access. not really an issue but just something ive noticed.
plplplplp WOOOOooo hahahhaha
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Re: Efficiency Station 3 Feedback Thread
Was on other maps too. Leave it.Cecily wrote:>girdersNexendia wrote:Those shutters mean nothing.. especially after I made this quick guide on how to fuck the AI over..deathhoof wrote:Now with the shutters ai sat is too robust
Girders are fucking OP plz nerf
Spoiler:
>not abusing the metal foam grenades that can be found in engineering
>2 will totally remove the ai's capability to stop you
oh also the captains bathroom is all-access. not really an issue but just something ive noticed.
Spoiler:
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Re: Efficiency Station 3 Feedback Thread
screenshot updated
- Fayrik
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Re: Efficiency Station 3 Feedback Thread
So, a few days ago I noticed a slight issue with the atmos lay out on this station.
Quite specifically two vents aren't connected because there are pipes missing under grill/windows, one in Medbay and one in Robotics.
There is a bigger problem however. It seems as though the distribution network is separated into three segments. There's the central, which leads out of the left side of atmospherics and covers everything until the cargo bay. The quartermaster's office and everything south of that is then disconnected, as is everything on the right side of atmospherics, through engineering and below.
From what I can see this means that only the center network of the station is ever receiving air.
I can't tell if this is true for the scubbers network as well, as I only found this out while trying to vent crawl.
...And while it's fun for atmos to have something to do, putting in a fix every round can get a little tedious.
Quite specifically two vents aren't connected because there are pipes missing under grill/windows, one in Medbay and one in Robotics.
There is a bigger problem however. It seems as though the distribution network is separated into three segments. There's the central, which leads out of the left side of atmospherics and covers everything until the cargo bay. The quartermaster's office and everything south of that is then disconnected, as is everything on the right side of atmospherics, through engineering and below.
From what I can see this means that only the center network of the station is ever receiving air.
I can't tell if this is true for the scubbers network as well, as I only found this out while trying to vent crawl.
...And while it's fun for atmos to have something to do, putting in a fix every round can get a little tedious.
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Re: Efficiency Station 3 Feedback Thread
FUCK
i already fixed that a long time ago
but no one was supposed to know
i already fixed that a long time ago
but no one was supposed to know
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Re: Efficiency Station 3 Feedback Thread
Yeah I mentioned that to allura a week ago when I had been trying to ventcrawl as a xeno.
Spoiler:
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Re: Efficiency Station 3 Feedback Thread
Efficiency is coming along great, but there's still a few complaints.
1. Ore redemption dumps directly into science. This is great for RnD and robotics, shitty for literally everyone else. Chemists may want plasma or iron, engineering is going to want metal, cargo wants plasma for more points, and bartender is going to have to beg one of the above to give him uranium and iron. Make it eject items right on top of itself so everyone can use it, or have it dump into the hall and make science leave science for a change.
2. RnD and Robotics has an emergency shutter, but it only covers the table, not the windows. From what I've seen, no one even bothers with the table and just breaks the windows to break in, so being able to shut it would make me feel a lot safer with axe wielding maniacs wandering the halls.
3. Chemistry is about twice as large as it needs to be, and has 3 times the table space needed. Given the layout I don't really know what could be done with the space, but I feel bad with all that empty space at the top of the room and all those tables covered in folders and paper trays that are never used, ever. Perhaps relocate storage there, move CMO down and make a surgery observation room where CMO is?
1. Ore redemption dumps directly into science. This is great for RnD and robotics, shitty for literally everyone else. Chemists may want plasma or iron, engineering is going to want metal, cargo wants plasma for more points, and bartender is going to have to beg one of the above to give him uranium and iron. Make it eject items right on top of itself so everyone can use it, or have it dump into the hall and make science leave science for a change.
2. RnD and Robotics has an emergency shutter, but it only covers the table, not the windows. From what I've seen, no one even bothers with the table and just breaks the windows to break in, so being able to shut it would make me feel a lot safer with axe wielding maniacs wandering the halls.
3. Chemistry is about twice as large as it needs to be, and has 3 times the table space needed. Given the layout I don't really know what could be done with the space, but I feel bad with all that empty space at the top of the room and all those tables covered in folders and paper trays that are never used, ever. Perhaps relocate storage there, move CMO down and make a surgery observation room where CMO is?
- WeeYakk
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Re: Efficiency Station 3 Feedback Thread
Something I noticed today: perma is way too easy to break out of. You break one window and the escape airlock which everyone has access to is five tiles to your left.
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Re: Efficiency Station 3 Feedback Thread
SHHH. SH. SHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.WeeYakk wrote:Something I noticed today: perma is way too easy to break out of. You break one window and the escape airlock which everyone has access to is five tiles to your left.
Spoiler:
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Re: Efficiency Station 3 Feedback Thread
1. getting the orm to dump differently is a code issue. engineering wont need metal because of how much is supplied, bartender can ask for it like he usually ends up doing anyway, and chemistry has a table between it and rnd specifically for this.Snakebutt wrote:Efficiency is coming along great, but there's still a few complaints.
1. Ore redemption dumps directly into science. This is great for RnD and robotics, shitty for literally everyone else. Chemists may want plasma or iron, engineering is going to want metal, cargo wants plasma for more points, and bartender is going to have to beg one of the above to give him uranium and iron. Make it eject items right on top of itself so everyone can use it, or have it dump into the hall and make science leave science for a change.
2. RnD and Robotics has an emergency shutter, but it only covers the table, not the windows. From what I've seen, no one even bothers with the table and just breaks the windows to break in, so being able to shut it would make me feel a lot safer with axe wielding maniacs wandering the halls.
3. Chemistry is about twice as large as it needs to be, and has 3 times the table space needed. Given the layout I don't really know what could be done with the space, but I feel bad with all that empty space at the top of the room and all those tables covered in folders and paper trays that are never used, ever. Perhaps relocate storage there, move CMO down and make a surgery observation room where CMO is?
2. code issue, i cant fix the layering. and welding is also code.
3. chemistry is big because its going to fit everything goof's chem overhaul needs
- Hibbles
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Re: Efficiency Station 3 Feedback Thread
I love the random space-stuff. I remember getting on during a slow around about 20 minutes in, and just beginning to place ladder-pairs that led from the main hallway to, uh, elsewhere. I ran out of time in the round well before I ran out of cool space places to make a portal to. The hallway was kind of like a wormhole junction at the end. And then after rogue AI it was like a pressure cooker.
On other maps it feels like all the space stuff has been done but yeah, neat stuff.
On other maps it feels like all the space stuff has been done but yeah, neat stuff.
RIP
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Re: Efficiency Station 3 Feedback Thread
1. It dumps south on box, output back in the hall would be just fine. As is, if there is no science, no one gets metal without breaking in. And engineering metal is insufficient for full autismfort..... not that Id know.allura wrote:1. getting the orm to dump differently is a code issue. engineering wont need metal because of how much is supplied, bartender can ask for it like he usually ends up doing anyway, and chemistry has a table between it and rnd specifically for this.Snakebutt wrote:Spoiler:
2. code issue, i cant fix the layering. and welding is also code.
3. chemistry is big because its going to fit everything goof's chem overhaul needs
2. Also works on box. No idea what you mean by welding, unless you mean removing the table, in which case I mean its easier to break the window and grill that cant be shuttered than it is to decon a reinforced table and windoor and possibly a shutter
Last edited by Jordie0608 on Wed Jan 14, 2015 1:47 am, edited 1 time in total.
Reason: spoiler tag outside of quote it was contained in was breaking formatting
Reason: spoiler tag outside of quote it was contained in was breaking formatting
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Re: Efficiency Station 3 Feedback Thread
when i say "dump differently" i mean on top of itself. also, if it dumped south, it could potentially have loading issues since that's where crates go.Snakebutt wrote:1. It dumps south on box, output back in the hall would be just fine. As is, if there is no science, no one gets metal without breaking in. And engineering metal is insufficient for full autismfort..... not that Id know.allura wrote:1. getting the orm to dump differently is a code issue. engineering wont need metal because of how much is supplied, bartender can ask for it like he usually ends up doing anyway, and chemistry has a table between it and rnd specifically for this.Snakebutt wrote:Spoiler:
2. code issue, i cant fix the layering. and welding is also code.
3. chemistry is big because its going to fit everything goof's chem overhaul needs
2. Also works on box. No idea what you mean by welding, unless you mean removing the table, in which case I mean its easier to break the window and grill that cant be shuttered than it is to decon a reinforced table and windoor and possibly a shutter
the windows working on box is crazy! i'll look into it.
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Re: Efficiency Station 3 Feedback Thread
looks nice.
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- Comrade Leo
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Re: Efficiency Station 3 Feedback Thread
Starting to warm up to Eff now, better than asteroid and mini(shit).
I do like maintenance, however there are two aspects of maintenance that irk the shit out of me:
1. The maintenance behind medbay, where you can enter by cargo has only one exit which is by atmos. Meaning you have to walk across half the station to get out, or double back on yourself and exit the way you came. All it takes is for someone to fuck the door on either side to make it inaccessible to everyone, or trap people in there (unless you have medbay, engineering, or science access). I encountered this problem a few times trying to escape from emergencies where the main hallways were no go, and using maintenance to get to escape was the only option. Having to travel all the way from atmos to cargo/medbay only to find someone had bolted the door, meant I had to go all the way back to atmos exit, and then brave the hallways, as there were no other exits. The other maintenance parts are either small enough to have just two exit/entry or have more. The maint that runs behind medbay>science>engineering is much larger than all the others combined. It needs another exit/entry near the middle.
2. The random valuable gear every round in maintenance is a neat touch. But I have notice it tends to favour one item type more than any other. One round maintenance will be stocked full of 50 ushankas, the next round it'll be jackboots, the next sunglasses, with little to none of any of the others.
The 'public' garden in maintenance could do with a seed generator and at least one bottle of ez nutrient or something.
At least 1 of the 'insulated' dodgy gloves in maintenance could be real, as well as a at least one toolbelt maybe
And perhaps some of the missing jumpsuits, or random costumes could be added to the dorms, like the mailman suit etc etc.
I do like maintenance, however there are two aspects of maintenance that irk the shit out of me:
1. The maintenance behind medbay, where you can enter by cargo has only one exit which is by atmos. Meaning you have to walk across half the station to get out, or double back on yourself and exit the way you came. All it takes is for someone to fuck the door on either side to make it inaccessible to everyone, or trap people in there (unless you have medbay, engineering, or science access). I encountered this problem a few times trying to escape from emergencies where the main hallways were no go, and using maintenance to get to escape was the only option. Having to travel all the way from atmos to cargo/medbay only to find someone had bolted the door, meant I had to go all the way back to atmos exit, and then brave the hallways, as there were no other exits. The other maintenance parts are either small enough to have just two exit/entry or have more. The maint that runs behind medbay>science>engineering is much larger than all the others combined. It needs another exit/entry near the middle.
2. The random valuable gear every round in maintenance is a neat touch. But I have notice it tends to favour one item type more than any other. One round maintenance will be stocked full of 50 ushankas, the next round it'll be jackboots, the next sunglasses, with little to none of any of the others.
The 'public' garden in maintenance could do with a seed generator and at least one bottle of ez nutrient or something.
At least 1 of the 'insulated' dodgy gloves in maintenance could be real, as well as a at least one toolbelt maybe
And perhaps some of the missing jumpsuits, or random costumes could be added to the dorms, like the mailman suit etc etc.
- Scones
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Re: Efficiency Station 3 Feedback Thread
1.) You make a decent point about Med/Sci/Atmos maint, but I have to ask, where do you think this other exit should be? Departments make up the entire perimeter of the northern half of the station. (Also I'm pretty sure you can duck down and exit outside of Telescience, so really it's just a path to avoid the outside of Med/Sci if something went to shit.)Comrade Leo wrote: -snippity snip-
2.) Pretty sure that's just randomization at it's finest. Not sure though.
3.) I've never seen anyone use said garden and that's probably literally the main reason why
And no, gloves are meant to be semi-limited considering you pretty much have all-access given time once you obtain gloves. There are 2 non-Engineering pairs of gloves on the entire map and I think it should stay that way - We have enough Security issues as-is (Also Budget Insulated might work like actual gloves, in case you didn't know; they have a chance of not working at all, doing 200% shock damage, or working perfectly)
ADDITIONALLY there are toolbelts in the maint loot rotation and I see them fairly often, not to mention the fact that they have a chance to spawn in tool storage.
As for costumes, why aren't they in some special vendor or whatever?
plplplplp WOOOOooo hahahhaha
- Comrade Leo
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Re: Efficiency Station 3 Feedback Thread
I thought quit a bit about this aswell. Robotics could stand to be slimmed down on the left (or mechbay made smaller or even both) to allow a maintenance that runs through from behind the toxins gas storage, past chemistry into the main hallway. Gas storage is also gigantic I'd make it smaller and/or shift it so it's in the hallway for the toxins test site (wasted space), force toxins to interact with atmos to get more gas if needed.Cecily wrote:
1.) You make a decent point about Med/Sci/Atmos maint, but I have to ask, where do you think this other exit should be? Departments make up the entire perimeter of the northern half of the station. (Also I'm pretty sure you can duck down and exit outside of Telescience, so really it's just a path to avoid the outside of Med/Sci if something went to shit.)
Or a Maintenance that cuts through the central hallway from the exit by the sec post that then goes between mechbay and robotics. It just needs something to cut down that maintenance into something that's more easy.
If space is a issue move a part of the science department, I don't play science and i'm not quite sure on this. I have no idea what the room opposite the server room is for, I'm going to assume just by looking at the map.img it's a gas mixing area, for what purpose I dunno, but it's big enough to be considered a waste of space, or for another part of the labs to be moved there, like toxins storage or both.
Difference between ducking out from telesci or the engineering tool storage exit is negligible, you're still trekking across two entire departments.
I use the public garden, I'm not sure about anyone else. The point being is, you get three packs of seeds, one corn one wheat and one ambrosia. There is no facility to get more seeds, other than breaking into botany. There is no fertiliser, so again you have to break into botany, or waste one of the corn/wheat seed packs (after growing them) to use in the biomass thingamabob. Corn and wheat only last one harvest, which are usually piss poor yield. Ambrosia is the only one that churns out at reasonable rate.3.) I've never seen anyone use said garden and that's probably literally the main reason why
And no, gloves are meant to be semi-limited considering you pretty much have all-access given time once you obtain gloves. There are 2 non-Engineering pairs of gloves on the entire map and I think it should stay that way - We have enough Security issues as-is (Also Budget Insulated might work like actual gloves, in case you didn't know; they have a chance of not working at all, doing 200% shock damage, or working perfectly)
ADDITIONALLY there are toolbelts in the maint loot rotation and I see them fairly often, not to mention the fact that they have a chance to spawn in tool storage.
Toolbelts suffer the same problem as the random maint loot, (flashlights too), you'll either get a nice amount or none at all.
You make a fair point about the gloves, however both available gloves are in one place only, tool storage. They are gone literally as soon as the round starts.
Mail man costume and others (ian shirt etc etc) were usually hidden as secret loots on box/meta in walls. Some of them appear in the autodrobe, some of them don't. Costumes spawning in the dorms (usually 3 outfit sets on a rack) and a few select places in maint was one of my favourite things from meta. The only outfit that I've found that was secret loot from box/meta was the rainbow outfit set, which is just slung into a easy to find locker.As for costumes, why aren't they in some special vendor or whatever?
- Wyzack
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Re: Efficiency Station 3 Feedback Thread
Assuming goonchem is here to stay can we get a ghetto chem in maint? I sosososososo badly want to become a backally crank dealer
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
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Re: Efficiency Station 3 Feedback Thread
portable dispenser/heater boards and some metal, set up in the abandoned bathroom/bar(great place for stealth uploads too)Wyzack wrote:Assuming goonchem is here to stay can we get a ghetto chem in maint? I sosososososo badly want to become a backally crank dealer
- Wyzack
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Re: Efficiency Station 3 Feedback Thread
The detctive's office needs another light fixture in it, even with the lamp the top right corner is pitch black and it looks bad
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
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Re: Efficiency Station 3 Feedback Thread
Additionally, can you fix the floor tiling in the maintenence bar? This has been a problem on every map where the gaps where no floortiles are present become default grey when you lay a tile down, but the ones around it are the checkered reddish ones
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
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Re: Efficiency Station 3 Feedback Thread
Perhaps replace the gaps with damaged tiles? You still have to replace them, but it might fix the default grey from being put down.Wyzack wrote:Additionally, can you fix the floor tiling in the maintenence bar? This has been a problem on every map where the gaps where no floortiles are present become default grey when you lay a tile down, but the ones around it are the checkered reddish ones
On a related note, can we get a disposal chute in there for getting rid of trash? or hiding bodies?
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Re: Efficiency Station 3 Feedback Thread
I don't think we have any control over that, last I checked. When you replace a broken floortile it tries to put down what was saved there (unless the plating is also damaged in which case you're out of luck). But in the map maker there was no "tile before it got broken" for it to try and get back to, and it simply refuses to give you back to broken tile's look because that's how it's coded (which is fine).Wyzack wrote:Additionally, can you fix the floor tiling in the maintenence bar? This has been a problem on every map where the gaps where no floortiles are present become default grey when you lay a tile down, but the ones around it are the checkered reddish ones
Maybe someone can point it out, maybe there's a var somewhere that you can edit or maybe it's only done when the game starts. For now though I don't think this can be fixed without asking someone to change how it's handled (and no one wants to touch floor code).
Apparently I was an director or something.
- Comrade Leo
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Re: Efficiency Station 3 Feedback Thread
Medical storage, and chief engineers office disposals still need fixing. Items entered, just get chucked right back out (which means they aren't connected to a disposal pipe network.).
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Re: Efficiency Station 3 Feedback Thread
patienceComrade Leo wrote:Medical storage, and chief engineers office disposals still need fixing. Items entered, just get chucked right back out (which means they aren't connected to a disposal pipe network.).
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Re: Efficiency Station 3 Feedback Thread
two of pap's segways in the brig when
Spoiler:
Word count of shitpost copypasta: 195
OOC: Dannno: i fucking hate you stupid piece of shit iteq you fucking idiot one day im going to fucking ban you and you'll be gone for good faggot fuck you
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- Byond Username: Allura
Re: Efficiency Station 3 Feedback Thread
as soon as they get better spritesiteq wrote:two of pap's segways in the brig when
- Scones
- Joined: Mon Nov 10, 2014 2:46 am
- Byond Username: Scones
- Location: cooler than thou
Re: Efficiency Station 3 Feedback Thread
engineering pod counts you as marooned
redtext escape objectives, dont count towards evac total
muh greentext
redtext escape objectives, dont count towards evac total
muh greentext
plplplplp WOOOOooo hahahhaha
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- Joined: Thu May 15, 2014 4:30 am
- Byond Username: Allura
Re: Efficiency Station 3 Feedback Thread
ive requested sos to pull efficiency 3, with the hope that metacide is returning (he showed up in irc a while back), as i have completely kept his map maintained for the entire time.
http://puu.sh/falvB/39ae00ab2a.zip metastation's z1 and z2 .dmms, as well as a .dm
http://puu.sh/falvB/39ae00ab2a.zip metastation's z1 and z2 .dmms, as well as a .dm
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Efficiency Station 3 Feedback Thread
Wait what? I am glad metacide is coming back but cant we stay on eff3 until then? Box is awful, and that is not an unpopular sentiment
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
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- Joined: Thu May 15, 2014 4:30 am
- Byond Username: Allura
Re: Efficiency Station 3 Feedback Thread
sos doesn't seem to want to change the map no matter how much i ask, so it might be like thatWyzack wrote:Wait what? I am glad metacide is coming back but cant we stay on eff3 until then? Box is awful, and that is not an unpopular sentiment
- RocKeD
- Joined: Sat May 02, 2015 2:55 am
- Byond Username: Rocked
Re: Efficiency Station 3 Feedback Thread
This map looks pretty awesome, definitely going to try it out! One thing that bugs me though is the SE chem walls, it's driving me insane walls should not be like that! I made a mockup of a potential fix, this was actually done in an image editor because I'm not a mapper. I didn't move the tables cause that would take more time than what it was worth, but you get the idea.
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- Joined: Thu May 15, 2014 4:30 am
- Byond Username: Allura
Re: Efficiency Station 3 Feedback Thread
the walls can be like that if i want them to be.
theyre indented because theres closets for emergency there, in the central plaza where emergency equipment would be useful.
theyre indented because theres closets for emergency there, in the central plaza where emergency equipment would be useful.
- RocKeD
- Joined: Sat May 02, 2015 2:55 am
- Byond Username: Rocked
Re: Efficiency Station 3 Feedback Thread
I'm sorry I'm not sure what you mean by the walls are indented. If you are referring to my picture, that is one that I modified in Photoshop. Have a look at your station picture then my picture.allura wrote:the walls can be like that if i want them to be.
theyre indented because theres closets for emergency there, in the central plaza where emergency equipment would be useful.
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- Joined: Thu May 15, 2014 4:30 am
- Byond Username: Allura
Re: Efficiency Station 3 Feedback Thread
ah, i looked at the map and saw that it's a 2x3 area of solid wall.RocKeD wrote:I'm sorry I'm not sure what you mean by the walls are indented. If you are referring to my picture, that is one that I modified in Photoshop. Have a look at your station picture then my picture.allura wrote:the walls can be like that if i want them to be.
theyre indented because theres closets for emergency there, in the central plaza where emergency equipment would be useful.
so long as a section of wall is aesthetically pleasing or more functional than it would be if it weren't there, it's usually fine.
since i don't care, you can modify the map all you want for your own codebase. i just kept the wall like that because it works better than your idea.
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